blob: 8a256cba5283425216e5fd044706645ad011dd7d [file] [log] [blame]
/**************************************************************
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*
*************************************************************/
// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"
#include <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/color/bcolor.hxx>
#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
#include <basegfx/tools/canvastools.hxx>
#include <drawinglayer/geometry/viewinformation2d.hxx>
#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <drawinglayer/processor3d/shadow3dextractor.hxx>
//////////////////////////////////////////////////////////////////////////////
using namespace com::sun::star;
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
bool Embedded3DPrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const
{
osl::MutexGuard aGuard( m_aMutex );
// create on demand
if(!mbShadow3DChecked && getChildren3D().hasElements())
{
// create shadow extraction processor
processor3d::Shadow3DExtractingProcessor aShadowProcessor(
getViewInformation3D(),
getObjectTransformation(),
getLightNormal(),
getShadowSlant(),
getScene3DRange());
// process local primitives
aShadowProcessor.process(getChildren3D());
// fetch result and set checked flag
const_cast< Embedded3DPrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
const_cast< Embedded3DPrimitive2D* >(this)->mbShadow3DChecked = true;
}
// return if there are shadow primitives
return maShadowPrimitives.hasElements();
}
Primitive2DSequence Embedded3DPrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
{
// use info to create a yellow 2d rectangle, similar to empty 3d scenes and/or groups
const basegfx::B2DRange aLocal2DRange(getB2DRange(rViewInformation));
const basegfx::B2DPolygon aOutline(basegfx::tools::createPolygonFromRect(aLocal2DRange));
const basegfx::BColor aYellow(1.0, 1.0, 0.0);
const Primitive2DReference xRef(new PolygonHairlinePrimitive2D(aOutline, aYellow));
return Primitive2DSequence(&xRef, 1L);
}
Embedded3DPrimitive2D::Embedded3DPrimitive2D(
const primitive3d::Primitive3DSequence& rxChildren3D,
const basegfx::B2DHomMatrix& rObjectTransformation,
const geometry::ViewInformation3D& rViewInformation3D,
const basegfx::B3DVector& rLightNormal,
double fShadowSlant,
const basegfx::B3DRange& rScene3DRange)
: BufferedDecompositionPrimitive2D(),
mxChildren3D(rxChildren3D),
maObjectTransformation(rObjectTransformation),
maViewInformation3D(rViewInformation3D),
maLightNormal(rLightNormal),
mfShadowSlant(fShadowSlant),
maScene3DRange(rScene3DRange),
maShadowPrimitives(),
maB2DRange(),
mbShadow3DChecked(false)
{
maLightNormal.normalize();
}
bool Embedded3DPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
{
if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
{
const Embedded3DPrimitive2D& rCompare = static_cast< const Embedded3DPrimitive2D& >(rPrimitive);
return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
&& getObjectTransformation() == rCompare.getObjectTransformation()
&& getViewInformation3D() == rCompare.getViewInformation3D()
&& getLightNormal() == rCompare.getLightNormal()
&& getShadowSlant() == rCompare.getShadowSlant()
&& getScene3DRange() == rCompare.getScene3DRange());
}
return false;
}
basegfx::B2DRange Embedded3DPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
{
if(maB2DRange.isEmpty())
{
// use the 3d transformation stack to create a projection of the 3D range
basegfx::B3DRange a3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
a3DRange.transform(getViewInformation3D().getObjectToView());
// create 2d range from projected 3d and transform with scene's object transformation
basegfx::B2DRange aNewRange;
aNewRange.expand(basegfx::B2DPoint(a3DRange.getMinX(), a3DRange.getMinY()));
aNewRange.expand(basegfx::B2DPoint(a3DRange.getMaxX(), a3DRange.getMaxY()));
aNewRange.transform(getObjectTransformation());
// cehck for 3D shadows and their 2D projections. If those exist, they need to be
// taken into account
if(impGetShadow3D(rViewInformation))
{
const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
if(!aShadow2DRange.isEmpty())
{
aNewRange.expand(aShadow2DRange);
}
}
// assign to buffered value
const_cast< Embedded3DPrimitive2D* >(this)->maB2DRange = aNewRange;
}
return maB2DRange;
}
// provide unique ID
ImplPrimitrive2DIDBlock(Embedded3DPrimitive2D, PRIMITIVE2D_ID_EMBEDDED3DPRIMITIVE2D)
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
// eof